Dune/Mindscape

Dune's Mindscape is set inside a large military bunker of varying size and décor.

Aspects

Dune's personality is represented by a variety of "Crew Members" who embody both portions of his knowledge as well as his personality as a whole.

The Captain

Appears as a taller version of Dune himself, wearing a red striped jacket and pants. Also wears an odd red mask and has blond hair.

Acts as the lynchpin of Dune's consciousness, keeping the other aspects in line and coordinated.

Was previously known as the Commander before the Criminal attacked.

The Scribe

Appears as a small-ish man with exceptionally large glasses that always seem to produce a lens flare that obscures his face. Is decked in scribe's robes as described in the tales of the Fellowship of Iron.

Is the keeper and organizer of Dune's personal memories. Unless specifically asked, he will usually stay out of most conversations.

The Lorekeeper

Appears as a flickering green hologram modeled after Dune himself.

Working in tandem with the Scribe, the Lorekeeper maintains Dune's knowledge of legends and lore. He also represents his genre savvy, and can make eerily accurate predictions in certain circumstances.

The Engineer

Appears as an overalls-wearing, grease covered version of Dune. Always wears his goggles.

Maintains Dune's faculties and can be found anywhere there is a glitch or break in his thought processes. Rarely gets has input regarding interactions with others, unless he believes it will have a positive or negative effect on Dune as a whole.

Represents Dune's technical knowledge.

The Strategist

Resembles the Captain, only wearing yellow rather than red. Also has Dune's natural hair color and does not wear a mask.

The mastermind behind the defeat of the Criminal, the Strategist represents Dune's cunning and wit.

He oversees all Pokémon battles.

The Doctor

Appears as Dune wearing a Lab coat of Medicine and Science.

Represents Dune's ethics and morality. Is soft spoken, but not to be crossed.

Also contains Dune's medical knowledge.

The Pilot

Appears as a tall man wearing a military jumpsuit colored black with orange highlights. Always wears a face obscuring helmet.

Is the aspect who defends against unwanted mental intrusion of any kind. He takes his job very seriously, and thus believes any mental intrusion - including telepathic communication - is considered unwanted.

Also represents Dune's primal desire to live, as well as his anger.

The Criminal

Broken shards and fragments, occasionally gathered into clouds.

Not an aspect per se, but a dweller in Dune's mind nonetheless. Attempted to destroy Dune's mind, but was repulsed and destroyed by the Pilot and the Strategist.

Still makes attempts to coalesce, but cannot due to the Pilot's ever present vigil.

The Prince

Was once the center of Dune's mind, but went MIA after the Criminal's first assault. His whereabouts are unknown.

Also used to represent Dune's ability to communicate with others, but has since been replaced by either the Captain or the Doctor, depending on the occasion.

The Heroine

A recently coalesced construct brought on by Dune's time as a woman. She appears as Sandy, Dune's female persona, dressed as a Sailor Senshi. She has been tasked with Dune's "heart" - as in, romance, as well as his experience as a woman. Right now, she's focused primarily on the former.

Locations

The Command Center

The center of Dune's mind. All of the aspects meet here to discuss events that pertain to Dune as a whole.

The Captain makes his home here.

The Gate

The entrance to the bunker, this door is kept perpetually shut to prevent any trace of the Criminal or any other psychic presence from getting inside.

The Pilot can be found here in his weapon, standing vigil.

The Storming Wastes

The area outside the bunker, most of it is a barren wasteland due to the Criminal's attack. It has yet to begin healing due to the Criminal's shards tearing away at the mindscape constantly.

None dare venture into these lands for long.

The Welcome House

A house in the Storming Wastes where people who enter Dune's mind always seemed to appear. Provides sanctuary from the storm, and has a buzzer that a visitor can push so that they may be escorted to the Gate.